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版号管够,游戏大厂先慌了
3 6 Ke· 2025-07-03 11:50
Core Viewpoint - The summer gaming season of 2025 is expected to be highly competitive, with a record number of new game releases and significant industry changes driving this intense environment [2][4]. Group 1: Game Releases and Competition - A total of 26 new games are scheduled for release in July, along with 15 limited tests, marking one of the most competitive summer seasons in history [2]. - Tencent plans to launch two new games: the eco-friendly casual game "Carbon Island" on July 2 and the multiplayer RPG "Star Resonance" on July 17 [2]. - NetEase is set to release the highly anticipated PC game "No Master Star Abyss" on July 17, which has already gained significant attention by topping the global trial rankings during a recent Steam event [2]. Group 2: Regulatory Environment and Market Growth - The issuance of game licenses has significantly increased, with 158 games approved in June alone, marking a peak for the year and the highest monthly total since 2003 [5]. - From the beginning of the year to June, 757 domestic games and 55 imported games have received approval, indicating a trend towards regular issuance of licenses that supports industry growth [6]. - The Chinese gaming market showed a positive growth trend, with a market size of 28.051 billion yuan in May 2025, reflecting a year-on-year increase of 9.86% [6]. Group 3: International Expansion and Challenges - The global mobile gaming market is projected to reach 635.57 billion yuan in 2024, with Chinese mobile games accounting for 37.5% of the market, up from 32% in previous years [8]. - However, competition in overseas markets is intensifying, with companies like NetEase making significant cuts to their international operations, including layoffs in Japan and North America [8][9]. - Regulatory changes, such as the FTC's fine against miHoYo for its game "Genshin Impact," have added uncertainty to the industry, impacting revenue and market positioning [9][11]. Group 4: Domestic Market Dynamics - Despite the challenges in international markets, the domestic gaming market continues to show potential, with a focus on high-quality content leading to successful titles like "Honor of Kings" maintaining top revenue positions globally [15]. - The competitive landscape remains fierce, with companies needing to adapt their strategies to thrive in both domestic and international arenas, emphasizing the importance of quality and innovation [14][15].
无尽冬日,陈琦与世纪华通的「诺亚方舟」
雷峰网· 2025-07-02 13:16
Core Viewpoint - The article discusses the evolution and success of the gaming company 点点互动 (DianDian Interactive) under the leadership of CEO 陈琦 (Chen Qi), highlighting its significant achievements, particularly with the game 《无尽冬日》 (Endless Winter), and its impact on the gaming industry and the parent company 世纪华通 (Century Huatong) [3][6][32]. Group 1: Company Background and Leadership - 点点互动 faced significant challenges in 2020, including a cash flow crisis and lack of hit games, yet maintained the trust of its chairman, 王佶 (Wang Ji) [3][6]. - 陈琦, with nearly a decade of experience in the gaming industry, has been pivotal in shaping the company's strategy and product development, focusing on overseas markets and self-developed games [5][20]. - The acquisition of 点点互动 by 世纪华通 in 2014 is noted as a significant event in Chinese gaming history, positioning the company for future growth despite initial skepticism [10][12][13]. Group 2: Financial Performance and Market Impact - By 2025, 世纪华通's stock price had increased nearly fivefold from its lowest point, driven by the success of 点点互动's products, particularly 《无尽冬日》 [7][32]. - The market valuation of 点点互动 approached 100 billion yuan, reflecting its substantial contribution to 世纪华通's overall financial health [7][32]. - The projected net profit for 世纪华通 is around 50 billion yuan, with 35-40 billion yuan expected from 点点互动, indicating its critical role in the parent company's financial performance [31]. Group 3: Product Development and Market Strategy - 点点互动's strategy involved a dual approach of overseas game publishing and self-development, with a focus on creating innovative gameplay that appeals to a broader audience [23][27]. - The game 《无尽冬日》 successfully combined casual gameplay with SLG mechanics, attracting a diverse player base and achieving significant revenue [34][37]. - The company adopted a flexible and data-driven approach to product development, allowing for rapid iteration and adaptation to market demands [26][42]. Group 4: Industry Trends and Competitive Landscape - The success of 《无尽冬日》 has led to increased competition in the ice and snow survival genre, with many companies attempting to replicate its model [34][36]. - The article emphasizes the importance of innovation in gameplay and marketing strategies to maintain a competitive edge in a rapidly evolving market [38][47]. - The shift towards lighter, more accessible gaming experiences is highlighted as a potential growth area for the industry, allowing smaller developers to compete with larger firms [47][48].
游戏行业6月版号点评:新发国产版号147款、进口版号11款
CMS· 2025-07-02 08:31
Investment Rating - The industry maintains a "Recommended" rating, indicating a positive outlook for the gaming sector with expectations of outperforming the benchmark index [4]. Core Insights - In June 2025, the National Press and Publication Administration approved 147 domestic game licenses and 11 imported game licenses, showing a significant increase compared to the same period in 2024, which is expected to boost market confidence in the gaming industry [4]. - Key games approved include titles from major companies such as Tencent, NetEase, and Giant Network, which are anticipated to contribute positively to their financial performance [4]. - The report highlights the strong performance of several companies, including Tencent's long-standing games, Giant Network's new releases, and the proactive measures taken by companies like Kaiying Network in AI gaming [4]. Company Summaries - **Kaiying Network**: Market cap of 37.5 billion, with a 2025 EPS forecast of 0.98 and a strong recommendation rating [2]. - **Giant Network**: Market cap of 41.4 billion, with a 2025 EPS forecast of 0.84 and a strong recommendation rating [2]. - **Yaoji Technology**: Market cap of 11.2 billion, with a 2025 EPS forecast of 1.79 and a strong recommendation rating [2]. - **Shenzhou Taiyue**: Market cap of 22.1 billion, with a 2025 EPS forecast of 0.65 and a strong recommendation rating [2]. - **G-bits**: Market cap of 19.8 billion, with a 2025 EPS forecast of 14.80 and a strong recommendation rating [2]. Industry Scale - The gaming industry consists of 161 listed companies, with a total market capitalization of 1,740.9 billion and a circulating market capitalization of 1,580.9 billion [2]. Industry Index Performance - The absolute performance of the industry over the last 12 months is 42.6%, indicating strong growth [3]. - Relative performance metrics show positive trends, with expectations of continued growth in the coming months [3]. Related Reports - The report references several related analyses that discuss ongoing trends and performance in the gaming sector, highlighting the continuous improvement in revenue and the emergence of new gaming titles [3].
搭建全链路的海外游戏服务能力 虎牙海外合作游戏已超百款
Core Insights - The Chinese gaming industry is experiencing a resurgence in overseas revenue, with a reported actual sales income of $1.577 billion in May 2023, marking a year-on-year growth of 6.93% [1] - Following two years of decline, the overseas revenue from self-developed Chinese games is expected to continue its growth trajectory into 2025, indicating a robust trend in the gaming "going global" strategy [1] Group 1: Industry Trends - The gaming "going global" strategy is accelerating, with related industries rapidly positioning themselves to capitalize on this trend [1] - The overseas gaming services revenue for Huya has seen exponential growth in Q1 2025, suggesting it could become a significant growth engine for the company [1] Group 2: Huya's Strategy - Huya is focusing on meeting core user needs as a key to commercial monetization, leveraging its capabilities in game live streaming, international mobile application services, and comprehensive user service offerings [2] - The company plans to enhance user community operations, KOL content marketing, channel distribution, and in-game item sales as part of its overseas game publishing services [2] Group 3: Operational Capabilities - Huya's overseas publishing capabilities differ from traditional third-party resource reliance, as it utilizes a self-operated model to cover all aspects of content ecology, user ecology, marketing, distribution, and monetization [3] - The company has built a substantial overseas product matrix with over 10 million loyal users and more than 10,000 signed streamers, indicating a strong market presence [3] - Huya's collaboration with games like PUBG Mobile has demonstrated significant promotional efficiency, enhancing user acquisition through tailored paid activities and user engagement strategies [3]
【招银研究|行业深度】传媒行业之电子游戏篇②——千亿蓝海,破壁远航:游戏出海全景洞察
招商银行研究· 2025-07-01 12:13
Development History and Market Size - The development of domestic games going overseas has gone through four key stages: pre-2012 trial in Southeast Asia with PC games; 2012-2018 explosion of SLG mobile games; post-2018 entry into a full-category era; and 2024 marked by the release of a landmark AAA title, "Black Myth: Wukong," leading a new phase of cultural export [1][6][21] - By 2024, China's self-developed games' overseas revenue reached $18.557 billion, accounting for approximately 11% of the global market share, demonstrating strong growth momentum [1][5][21] Regional Market Structure - The global market shows a "core stable volume, emerging incremental" pattern, with the US, Japan, and South Korea contributing 57.27% of revenue, but with divergent growth rates (South Korea growing rapidly, the US stagnating) [1][6] - Europe has become the "fourth pole" market with a scale of €24.5 billion, while Southeast Asia, the Middle East, and Latin America represent significant emerging incremental markets [1][6][21] Hardware Ecosystem and Cultural Preferences - The share of mobile games in China (73.13%) is significantly higher than the global average (52.25%), leading to a focus on mobile games for overseas expansion, with potential opportunities in console games in the future [2][7] - Game type preferences are heavily influenced by regional cultures: the US leads in gambling games (28.9% revenue), Europe prefers SLG (33.7%), and Japan dominates in RPGs (52% share) [2][7] Industry Chain Collaboration and Corporate Strategies - The overseas industry chain has formed a three-layer system of "R&D-localization-channels," with companies possessing full-chain capabilities adopting a "R&D-operation integration" model, retaining over 70% of revenue [3][6] - Leading companies like Tencent and NetEase diversify their product lines to mitigate risks, while others like Lilith focus on vertical tracks, with single products contributing over 80% of revenue [3][6] Business Models and Emerging Opportunities - Product positioning determines the profit model, with high-cost projects relying on direct user payments, while lighter games bind deeply with traffic platforms for ad monetization [3][6] - To break growth bottlenecks, companies need to focus on emerging markets (Southeast Asia's user base, Middle East's payment power, and Latin America's casual gaming demand) and localize deeply [3][6] Market Trends and Future Outlook - The game export process is now seen as a key pillar of digital trade globalization, with significant financial service opportunities arising from the robust demand in mature markets like the US, Japan, and South Korea, as well as emerging markets [5][6] - Future trends include the export of high-quality "flagship products," capital outflows through mergers and acquisitions, and the export of a complete soft and hardware ecosystem [5][6][27]
国产游戏:新10年大爆发,要来!
Xin Lang Cai Jing· 2025-06-30 06:13
Core Viewpoint - The Chinese gaming industry, which experienced rapid growth before 2020, is now at a crossroads as it faces a slowdown in growth. However, there are signs of potential new growth driven by increased game approvals and supportive government policies [1][4]. Group 1: Game Approval Trends - The National Press and Publication Administration reported a record high of 147 new domestic online games approved in June 2025, indicating a sustained high level of game approvals in recent years [1]. - In 2024, the monthly issuance of domestic game licenses consistently exceeded 100, except for April and May, reflecting a robust approval process [1]. Group 2: Market Growth and Financial Data - In May 2025, the Chinese gaming market reached a scale of 280.51 billion yuan, marking a year-on-year growth of 9.86% and a month-on-month increase of 2.56% [3]. - The client game market size was 58.19 billion yuan, with a year-on-year growth of 1.58% and a month-on-month growth of 0.34% [3]. - The mobile game market size was 211.77 billion yuan, showing a year-on-year growth of 11.96% and a month-on-month growth of 3.69% [3]. Group 3: Government Support and Policies - Various regions, including Beijing, Shanghai, Guangdong, and Zhejiang, have introduced subsidies and measures to support high-quality game projects and original creations [3]. - Beijing's policy includes rewards of up to 5 million yuan for game development and operation companies [3]. - Zhejiang's measures aim to optimize game export processes and enhance international compliance, indicating a focus on expanding the global reach of Chinese games [3]. Group 4: Industry Trends and Future Outlook - The sustained high number of game approvals reflects a trend towards the production of high-quality games, with an increased likelihood of passing the approval process [5]. - The rise of casual and puzzle games, particularly after the success of titles like "Party of Eggs," indicates a shift in industry focus towards more engaging and innovative game types [9][10]. - The gaming industry is expected to enter a new phase of rapid growth over the next decade, driven by both domestic and international market opportunities [4][17].
“出海+企服”双中心揭牌!广东发力游戏产业高质量发展
Nan Fang Du Shi Bao· 2025-06-26 15:51
Core Viewpoint - Guangdong is accelerating the development of a "global gaming industry highland," with the establishment of two service centers aimed at supporting the gaming industry and enhancing international expansion [1][2]. Group 1: Industry Overview - Guangdong is the largest gaming province in China, with total gaming revenue expected to reach 260.431 billion yuan in 2024, accounting for approximately 80% of the national total, and a year-on-year growth of 6.3% [1]. - The gaming export revenue is projected to be 42.36 billion yuan, reflecting a year-on-year increase of 9.9% [1]. Group 2: Policy and Support Measures - In May, Guangdong introduced the first provincial-level gaming industry policy in the country, outlining 13 measures to promote high-quality development in the online gaming sector, including support for original content, technological innovation, and industry clusters [1]. - The policy includes a maximum reward of 5 million yuan for high-quality projects and emphasizes support for cutting-edge technologies such as AI and gaming models [1]. Group 3: Service Centers' Functions - The Guangdong (Guangzhou) Game Export Service Center focuses on the international development needs of gaming companies, providing comprehensive services such as overseas market research, legal consulting, technical standards support, talent training, and international cooperation [2]. - The Guangdong (Guangzhou) Game Enterprise Service Center aims to create a multi-functional platform that integrates government services, R&D support, talent cultivation, copyright protection, legal consulting, and technology sharing [2]. Group 4: Industry Response - Industry representatives express positive sentiments regarding the establishment of the service centers, highlighting their potential to enhance operational efficiency and support for small and medium-sized enterprises in navigating challenges such as cultural differences and compliance risks [3].
美股新股前瞻|营收翻倍顺利盈利,黑瞳科技(DKI.US)将是下一个“小而美”的美股游戏标的?
智通财经网· 2025-06-25 08:56
中概股小额IPO的新成员 虽然今年外部环境震荡不断,但中概股IPO的数量依旧不少。数据显示,今年以来共有31家中国企业在美股市场IPO上市,合计募资约7.72亿美元,与上年同 期相比IPO数量同比增长63%。 但也因为特殊的环境影响,今年以来中概股呈现出大额IPO较为冷清,小额IPO明显增多的情况。中概股整体募资金额同比减少55%。全部年内IPO新股的发 行市值合计不超过100亿美元,平均募资不足2500万美元,平均发行比例约为8%。其中仅霸王茶姬(CHA.US)募资超过2亿美元,其余中概股的募资规模基本 都不超过1500万美元,其中有22只募资不足1000万美元。 时至Q2季度,美股中概股IPO迎来了一家"另类"企业,即游戏行业的黑瞳科技。其实自2021年之后,选择赴纳斯达克上市的国内游戏企业便寥寥无几,在当 下中概股IPO行业格局呈现 "科技 + 医药 + 工业" 三足鼎立的背景下,一家手游企业的出现便格外显眼。 实际上,历史上黑瞳科技还有一家广州子公司 TuringGame 主要专注于移动游戏发行与知识产权资源管理。并且Turing一直作为公司的成本中心存在,依赖 研发人员为公司整体业务提供支持。而后公 ...
字节游戏从大扩张时代转向稳健发育后:《晶核》海外打头阵,公测3周吸金近4000万元
3 6 Ke· 2025-06-25 03:56
Core Insights - The game "Crystal of Atlan," developed by ByteDance's Oasis Studio, is a significant product in the company's gaming portfolio, especially during a period of strategic shifts in its gaming business [1][3] - The game has shown long-term operational capabilities, with its iOS monthly revenue remaining above 10 million for 19 months after its launch in China, contrasting with other titles that saw revenue drop below this threshold much sooner [3][20] Group 1: Game Launch and Performance - "Crystal of Atlan" was officially launched on May 28, 2025, across over 140 countries and regions, including mobile, PS5, and PC platforms, achieving top rankings in various regional iOS game charts on its first day [7][9] - The game accumulated approximately 6.5 million downloads within 24 days of its launch, with Indonesia, Brazil, and the United States being the top three markets by download share [12][17] - The estimated total revenue for "Crystal of Atlan" reached 42.3 million within the first 24 days, with Japan, the United States, and South Korea contributing the highest revenue shares [17][20] Group 2: Marketing and Localization Strategies - The marketing strategy for "Crystal of Atlan" included extensive localization efforts, such as engaging well-known voice actors for the Japanese market and hosting community events in various regions [14][26] - The game saw a significant increase in advertising material leading up to its launch, with over 3,000 creative ads deployed, indicating a robust marketing push [13][14] Group 3: Future Outlook and Company Strategy - ByteDance's gaming strategy has shifted to a more cautious and steady approach, with nearly 30 new games in development across various genres, suggesting a potential for future growth in the global market [26] - The company aims to maintain a balanced performance for "Crystal of Atlan" in the coming year, with expectations that sustaining current revenue levels would fulfill its product mission [23][26]
东方武侠闪耀世界 网易游戏演绎“我身无拘”
Core Insights - The article highlights the success of NetEase's game "Naraka: Bladepoint," which set a record for domestic buyout game sales in China before the anticipated release of "Black Myth: Wukong" in 2024 [2] - The game is rooted in Chinese martial arts culture, aiming to share this unique aspect with global gamers [3] - The innovative gameplay, inspired by the traditional game "Rock, Paper, Scissors," emphasizes a dynamic balance among players, which is a departure from previous gameplay styles in the Chinese gaming industry [4] Company Insights - "Naraka: Bladepoint" has gained significant recognition, with over 40 million global players across more than 100 countries since its launch [5] - The game has consistently ranked on Steam's annual platinum list and received nominations for prestigious awards, indicating its market acceptance and popularity [5] - The esports scene for "Naraka: Bladepoint" began almost simultaneously with the game's launch, with the first world championship achieving over 14 million live viewers, showcasing its potential in the competitive gaming landscape [6] Industry Insights - The Chinese gaming industry is projected to surpass 300 billion yuan in sales by 2024, accounting for a quarter of the global market [8] - The industry has experienced a significant transformation, moving away from traditional development methods towards a focus on high-quality, original content [9] - Recent reports indicate that the overseas market for Chinese-developed games generated approximately $4.805 billion in revenue in the first quarter of this year, reflecting a year-on-year growth of 17.92% [9]